Player701 wrote:Fun fact: I remember having a hard time enabling in-game music in a certain source port of Quake II - it had dropped support for CD audio, and the documentation said you had to manually rip the CD audio tracks and convert them to .ogg files. Well, that was a little bit upsetting... considering that Quake II (unlike Hexen) does not have any substitute for CD audio. I eventually did convert the tracks, but it took some time to set up all the tools properly. It would've been easier if they had just kept the CD audio support.
Nonsense. Ripping a CD is a trivial task - and in the end it's a lot easier to use. Don't forget that the CD Audio API has long been deprecated - you'd be depending on an unsupported and glitchy system component that won't see any updates any,pre.
Player701 wrote:
Regarding the issue in question: perhaps it would be better if there were a way to explicitly specify a particular CD drive, or even an ISO image (without requiring to mount it beforehand) to be used as a source of music tracks for the current GZDoom session (either the same or a similar way .wad/.pk3 files are added). I understand this is probably not going to happen, though, since it would likely require too much work for too little gain.
Yes, this won't happen. ZDoom had CD drive selection for its audio, but it still depends on a deprecated API and is non-functional on non-Windows because no workable API exists.
Sometimes you have to admit that supporting obsolete technologies is not free.
Of the Doom engine games, Hexen is the only one with CD Audio, but the tracks aren't really that great to begin with.
These are a lot better and in a ready-to-use format.
[quote="Player701"]Fun fact: I remember having a hard time enabling in-game music in a certain source port of Quake II - it had dropped support for CD audio, and the documentation said you had to manually rip the CD audio tracks and convert them to .ogg files. Well, that was [i]a little bit upsetting[/i]... considering that Quake II (unlike Hexen) does not have any substitute for CD audio. I eventually did convert the tracks, but it took some time to set up all the tools properly. It would've been easier if they had just kept the CD audio support.
[/quote]
Nonsense. Ripping a CD is a trivial task - and in the end it's a lot easier to use. Don't forget that the CD Audio API has long been deprecated - you'd be depending on an unsupported and glitchy system component that won't see any updates any,pre.
[quote="Player701"]
Regarding the issue in question: perhaps it would be better if there were a way to [i]explicitly[/i] specify a particular CD drive, or even an ISO image (without requiring to mount it beforehand) to be used as a source of music tracks for the current GZDoom session (either the same or a similar way .wad/.pk3 files are added). I understand this is probably not going to happen, though, since it would likely require too much work for too little gain.[/quote]
Yes, this won't happen. ZDoom had CD drive selection for its audio, but it still depends on a deprecated API and is non-functional on non-Windows because no workable API exists.
Sometimes you have to admit that supporting obsolete technologies is not free.
Of the Doom engine games, Hexen is the only one with CD Audio, but the tracks aren't really that great to begin with. [url=http://sycraft.org/content/audio/hexen.shtml]These[/url] are a lot better and in a ready-to-use format.